wobble sync groups !build

This commit is contained in:
2025-07-20 10:24:53 +10:00
parent 5dfe68cb81
commit cebef2f06b
19 changed files with 1046 additions and 43 deletions

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extends Node
## WobbleSyncGroupManager - Manages synchronized wobble groups for sprites
## Follows class-based OOP pattern as requested
var syncGroups: Dictionary = {} # groupName: WobbleSyncGroup
var spriteGroupMembership: Dictionary = {} # spriteId: groupName
signal group_created(group_name: String)
signal group_deleted(group_name: String)
signal sprite_joined_group(sprite_id: int, group_name: String)
signal sprite_left_group(sprite_id: int, group_name: String)
func _ready():
print("DEBUG: WobbleSyncManager._ready() called")
print("DEBUG: WobbleSyncManager autoload initialized successfully")
print("DEBUG: Initial syncGroups: ", syncGroups)
print("DEBUG: Initial spriteGroupMembership: ", spriteGroupMembership)
class WobbleSyncGroup:
var name: String
var xFrq: float = 0.0
var xAmp: float = 0.0
var yFrq: float = 0.0
var yAmp: float = 0.0
var rFrq: float = 0.0
var rAmp: float = 0.0
var memberSprites: Array = []
func _init(group_name: String):
name = group_name
## Set wobble parameters for the entire group
func setWobbleParameters(x_frq: float, x_amp: float, y_frq: float, y_amp: float, r_frq: float, r_amp: float, manager_ref):
print("DEBUG: WobbleSyncGroup.setWobbleParameters called for group '", name, "' with ", memberSprites.size(), " members")
print("DEBUG: Member sprite IDs: ", memberSprites)
xFrq = x_frq
xAmp = x_amp
yFrq = y_frq
yAmp = y_amp
rFrq = r_frq
rAmp = r_amp
# Update all member sprites using the manager reference
var sprites = manager_ref.get_tree().get_nodes_in_group("saved")
print("DEBUG: Found ", sprites.size(), " total sprites in 'saved' group")
var updated_count = 0
for sprite in sprites:
print("DEBUG: Checking sprite ID ", sprite.id, " (type: ", typeof(sprite.id), ") against member list")
if sprite.id in memberSprites:
print("DEBUG: Updating sprite ID ", sprite.id, " with new wobble values (no scaling - values stored as-is)")
# Preserve the sprite's group membership
var current_group = sprite.wobbleSyncGroup
sprite.xFrq = xFrq
sprite.xAmp = xAmp
sprite.yFrq = yFrq
sprite.yAmp = yAmp
sprite.rFrq = rFrq
sprite.rAmp = rAmp
# Restore group membership in case it got cleared
sprite.wobbleSyncGroup = current_group
updated_count += 1
else:
print("DEBUG: Sprite ID ", sprite.id, " not in member list")
print("DEBUG: Updated ", updated_count, " sprites in group '", name, "'")
## Add sprite to this group
func addSprite(sprite_id): # Remove type constraint to handle float IDs
print("DEBUG: WobbleSyncGroup.addSprite called with sprite_id: ", sprite_id, " (type: ", typeof(sprite_id), ")")
if sprite_id not in memberSprites:
memberSprites.append(sprite_id)
print("DEBUG: Added sprite to memberSprites. Current members: ", memberSprites)
else:
print("DEBUG: Sprite already in memberSprites")
## Remove sprite from this group
func removeSprite(sprite_id): # Remove type constraint
memberSprites.erase(sprite_id)
## Check if group is empty
func isEmpty() -> bool:
return memberSprites.size() == 0
## Get group data for saving
func toSaveData() -> Dictionary:
return {
"name": name,
"xFrq": xFrq,
"xAmp": xAmp,
"yFrq": yFrq,
"yAmp": yAmp,
"rFrq": rFrq,
"rAmp": rAmp,
"memberSprites": memberSprites
}
## Load group data from save
func fromSaveData(data: Dictionary):
name = data.get("name", "")
xFrq = data.get("xFrq", 0.0)
xAmp = data.get("xAmp", 0.0)
yFrq = data.get("yFrq", 0.0)
yAmp = data.get("yAmp", 0.0)
rFrq = data.get("rFrq", 0.0)
rAmp = data.get("rAmp", 0.0)
memberSprites = data.get("memberSprites", [])
## Create a new wobble sync group
func createGroup(group_name: String, sprite_id = -1) -> bool: # Remove type constraint
if group_name.strip_edges() == "" or syncGroups.has(group_name):
return false
var group = WobbleSyncGroup.new(group_name)
syncGroups[group_name] = group
# If a sprite ID is provided, add it and copy its wobble values
if sprite_id != -1:
var sprite = getSpriteById(sprite_id)
if sprite:
# Store the sprite's raw wobble values directly
group.setWobbleParameters(sprite.xFrq, sprite.xAmp, sprite.yFrq, sprite.yAmp, sprite.rFrq, sprite.rAmp, self)
addSpriteToGroup(sprite_id, group_name)
group_created.emit(group_name)
Global.pushUpdate("Created wobble sync group: " + group_name)
return true
## Delete a wobble sync group
func deleteGroup(group_name: String):
if not syncGroups.has(group_name):
return
var group = syncGroups[group_name]
# Remove all sprites from the group
for sprite_id in group.memberSprites.duplicate():
removeSpriteFromGroup(sprite_id, group_name)
syncGroups.erase(group_name)
group_deleted.emit(group_name)
Global.pushUpdate("Deleted wobble sync group: " + group_name)
## Add sprite to a group
func addSpriteToGroup(sprite_id, group_name: String) -> bool: # Remove type constraint
print("DEBUG: addSpriteToGroup called with sprite_id: ", sprite_id, " (type: ", typeof(sprite_id), "), group: '", group_name, "'")
if not syncGroups.has(group_name):
print("DEBUG: Group '", group_name, "' not found")
return false
# Remove sprite from any existing group first
removeSpriteFromAllGroups(sprite_id)
var group = syncGroups[group_name]
group.addSprite(sprite_id)
spriteGroupMembership[sprite_id] = group_name
print("DEBUG: Added sprite ", sprite_id, " to group '", group_name, "'. Group now has ", group.memberSprites.size(), " members")
# Sync the sprite's wobble parameters to the group
var sprite = getSpriteById(sprite_id)
if sprite:
print("DEBUG: Found sprite object, syncing wobble parameters to group values")
sprite.wobbleSyncGroup = group_name
sprite.xFrq = group.xFrq
sprite.xAmp = group.xAmp
sprite.yFrq = group.yFrq
sprite.yAmp = group.yAmp
sprite.rFrq = group.rFrq
sprite.rAmp = group.rAmp
sprite_joined_group.emit(sprite_id, group_name)
Global.pushUpdate("Added sprite to wobble sync group: " + group_name)
return true
## Remove sprite from a specific group
func removeSpriteFromGroup(sprite_id, group_name: String): # Remove type constraint
print("DEBUG: removeSpriteFromGroup called for sprite ID: ", sprite_id, " (type: ", typeof(sprite_id), "), group: '", group_name, "'")
if not syncGroups.has(group_name):
print("DEBUG: Group '", group_name, "' not found")
return
var group = syncGroups[group_name]
print("DEBUG: Group before removal has ", group.memberSprites.size(), " members: ", group.memberSprites)
group.removeSprite(sprite_id)
spriteGroupMembership.erase(sprite_id)
print("DEBUG: Group after removal has ", group.memberSprites.size(), " members: ", group.memberSprites)
# Clear the sprite's sync group reference
var sprite = getSpriteById(sprite_id)
if sprite:
print("DEBUG: Clearing sprite's wobbleSyncGroup property")
sprite.wobbleSyncGroup = ""
else:
print("DEBUG: Could not find sprite object for ID: ", sprite_id)
sprite_left_group.emit(sprite_id, group_name)
# Auto-delete empty groups
if group.isEmpty():
deleteGroup(group_name)
else:
Global.pushUpdate("Removed sprite from wobble sync group: " + group_name)
## Remove sprite from all groups
func removeSpriteFromAllGroups(sprite_id): # Remove type constraint
print("DEBUG: removeSpriteFromAllGroups called for sprite ID: ", sprite_id)
if spriteGroupMembership.has(sprite_id):
var group_name = spriteGroupMembership[sprite_id]
print("DEBUG: Found sprite in group '", group_name, "', removing...")
removeSpriteFromGroup(sprite_id, group_name)
else:
print("DEBUG: Sprite not found in any group membership")
## Update wobble parameters for a group
func updateGroupWobble(group_name: String, x_frq: float, x_amp: float, y_frq: float, y_amp: float, r_frq: float, r_amp: float):
print("DEBUG: updateGroupWobble called for group '", group_name, "' with values - xFrq:", x_frq, " xAmp:", x_amp, " yFrq:", y_frq, " yAmp:", y_amp, " rFrq:", r_frq, " rAmp:", r_amp)
if not syncGroups.has(group_name):
print("DEBUG: Group '", group_name, "' not found in syncGroups!")
print("DEBUG: Available groups: ", syncGroups.keys())
print("DEBUG: This suggests the avatar's wobble sync groups were never loaded from the save file!")
print("DEBUG: Either the save file doesn't contain wobbleSyncGroups, or the loading process didn't run.")
return
var group = syncGroups[group_name]
print("DEBUG: Found group, calling setWobbleParameters on group with ", group.memberSprites.size(), " members")
group.setWobbleParameters(x_frq, x_amp, y_frq, y_amp, r_frq, r_amp, self)
## Get sprite's current group name
func getSpriteGroupName(sprite_id: int) -> String:
return spriteGroupMembership.get(sprite_id, "")
## Get all group names
func getGroupNames() -> Array:
print("DEBUG: getGroupNames called. syncGroups has ", syncGroups.size(), " groups: ", syncGroups.keys())
print("DEBUG: getGroupNames - syncGroups reference: ", syncGroups)
print("DEBUG: getGroupNames - self reference: ", self)
return syncGroups.keys()
## Test function to manually load wobble sync groups
func testManualLoad():
print("DEBUG: testManualLoad called - creating test data...")
var test_data = {
"ears": {
"name": "ears",
"xFrq": 0.0,
"xAmp": 0.0,
"yFrq": 0.019,
"yAmp": 3.0,
"rFrq": 0.399,
"rAmp": 47.0,
"memberSprites": [3291286625.0]
}
}
print("DEBUG: Calling loadSaveData with test data...")
await loadSaveData(test_data)
print("DEBUG: testManualLoad completed. syncGroups now has: ", syncGroups.size(), " groups")
## Check if a group exists
func hasGroup(group_name: String) -> bool:
return syncGroups.has(group_name)
## Get sprite by ID
func getSpriteById(sprite_id): # Remove type constraint to handle float IDs
var sprites = get_tree().get_nodes_in_group("saved")
for sprite in sprites:
if sprite.id == sprite_id:
return sprite
return null
## Clean up orphaned sprites (sprites that no longer exist)
func cleanupOrphanedSprites():
var existing_sprite_ids = []
var sprites = get_tree().get_nodes_in_group("saved")
for sprite in sprites:
existing_sprite_ids.append(sprite.id)
# Check each group for orphaned sprite IDs
for group_name in syncGroups.keys():
var group = syncGroups[group_name]
var orphaned_ids = []
for sprite_id in group.memberSprites:
if sprite_id not in existing_sprite_ids:
orphaned_ids.append(sprite_id)
# Remove orphaned IDs
for orphaned_id in orphaned_ids:
group.removeSprite(orphaned_id)
spriteGroupMembership.erase(orphaned_id)
# Delete empty groups
if group.isEmpty():
deleteGroup(group_name)
## Get save data for all groups
func getSaveData() -> Dictionary:
var save_data = {}
for group_name in syncGroups.keys():
var group = syncGroups[group_name]
save_data[group_name] = group.toSaveData()
return save_data
## Load save data for all groups
func loadSaveData(save_data: Dictionary):
print("DEBUG: ========================")
print("DEBUG: WobbleSyncManager.loadSaveData called with save_data: ", save_data)
print("DEBUG: save_data type: ", typeof(save_data))
print("DEBUG: save_data.keys(): ", save_data.keys())
print("DEBUG: save_data.size(): ", save_data.size())
print("DEBUG: self reference: ", self)
print("DEBUG: syncGroups before clear: ", syncGroups)
# Check if save_data is valid
if save_data == null or typeof(save_data) != TYPE_DICTIONARY:
print("DEBUG: ERROR - Invalid save_data provided")
return
if save_data.size() == 0:
print("DEBUG: WARNING - Empty save_data provided")
return
# Clear existing groups
print("DEBUG: Clearing existing syncGroups (had ", syncGroups.size(), " groups)")
syncGroups.clear()
spriteGroupMembership.clear()
print("DEBUG: Cleared existing data. syncGroups now has ", syncGroups.size(), " groups")
# Load groups from save data
var loaded_groups = 0
print("DEBUG: Starting group loading loop...")
for group_name in save_data.keys():
print("DEBUG: ---- Processing group '", group_name, "' (attempt ", loaded_groups + 1, ") ----")
var group_data = save_data[group_name]
print("DEBUG: Group data type: ", typeof(group_data))
print("DEBUG: Group data: ", group_data)
if typeof(group_data) == TYPE_DICTIONARY:
print("DEBUG: Creating WobbleSyncGroup instance...")
var group = WobbleSyncGroup.new(group_name)
print("DEBUG: Created new WobbleSyncGroup instance for '", group_name, "'")
print("DEBUG: Calling fromSaveData...")
group.fromSaveData(group_data)
print("DEBUG: Called fromSaveData on group '", group_name, "'")
print("DEBUG: Adding to syncGroups dictionary...")
syncGroups[group_name] = group
loaded_groups += 1
print("DEBUG: Added group '", group_name, "' to syncGroups. Total groups now: ", syncGroups.size())
print("DEBUG: syncGroups.keys() now: ", syncGroups.keys())
print("DEBUG: Group memberSprites: ", group.memberSprites)
# Update sprite group membership
print("DEBUG: Updating sprite group membership...")
for sprite_id in group.memberSprites:
spriteGroupMembership[sprite_id] = group_name
print("DEBUG: Added sprite ", sprite_id, " to spriteGroupMembership for group '", group_name, "'")
print("DEBUG: ---- Finished processing group '", group_name, "' ----")
else:
print("DEBUG: ERROR - Group data for '", group_name, "' is not a Dictionary, skipping")
print("DEBUG: ========================")
print("DEBUG: GROUP LOADING COMPLETE")
print("DEBUG: Loaded ", loaded_groups, " groups total")
print("DEBUG: Final syncGroups after loading: ", syncGroups.keys())
print("DEBUG: Final syncGroups size: ", syncGroups.size())
print("DEBUG: Final syncGroups contents: ", syncGroups)
print("DEBUG: Final spriteGroupMembership: ", spriteGroupMembership)
print("DEBUG: ========================")
# If no groups were loaded, clear any orphaned group references on sprites
if syncGroups.size() == 0:
print("DEBUG: No groups loaded, clearing orphaned sprite group references")
var sprites = get_tree().get_nodes_in_group("saved")
for sprite in sprites:
if sprite.wobbleSyncGroup != "":
print("DEBUG: Clearing orphaned group reference '", sprite.wobbleSyncGroup, "' from sprite ID ", sprite.id)
sprite.wobbleSyncGroup = ""
else:
print("DEBUG: Groups loaded successfully, syncing sprite parameters...")
# Apply wobble parameters to sprites with better timing
await get_tree().process_frame # Wait for sprites to be loaded
await get_tree().process_frame # Extra frame to ensure everything is ready
for group_name in syncGroups.keys():
var group = syncGroups[group_name]
print("DEBUG: Syncing parameters for group '", group_name, "' with ", group.memberSprites.size(), " members")
for sprite_id in group.memberSprites:
var sprite = getSpriteById(sprite_id)
if sprite:
print("DEBUG: Syncing sprite ID ", sprite_id, " to group '", group_name, "'")
sprite.wobbleSyncGroup = group_name
sprite.xFrq = group.xFrq
sprite.xAmp = group.xAmp
sprite.yFrq = group.yFrq
sprite.yAmp = group.yAmp
sprite.rFrq = group.rFrq
sprite.rAmp = group.rAmp
# Force a complete opacity update after modifying sprite properties
if sprite.has_method("updateOpacity"):
sprite.updateOpacity()
if sprite.has_method("updateShaderOpacity"):
sprite.updateShaderOpacity()
else:
print("DEBUG: ERROR - Could not find sprite with ID ", sprite_id)
print("DEBUG: ========================")
print("DEBUG: loadSaveData FUNCTION COMPLETE")
print("DEBUG: Final verification - syncGroups has ", syncGroups.size(), " groups: ", syncGroups.keys())
print("DEBUG: ========================")
## Called when a sprite is deleted to clean up references
func onSpriteDeleted(sprite_id): # Remove type constraint
removeSpriteFromAllGroups(sprite_id)
## Debug function to check data consistency
func checkDataConsistency():
print("=== WOBBLE SYNC DATA CONSISTENCY CHECK ===")
# Check each group's member sprites
for group_name in syncGroups.keys():
var group = syncGroups[group_name]
print("Group '", group_name, "' has ", group.memberSprites.size(), " members: ", group.memberSprites)
for sprite_id in group.memberSprites:
# Check if sprite exists
var sprite = getSpriteById(sprite_id)
if sprite == null:
print(" ERROR: Sprite ID ", sprite_id, " in group but sprite object not found!")
else:
# Check if sprite's wobbleSyncGroup matches
if sprite.wobbleSyncGroup != group_name:
print(" ERROR: Sprite ID ", sprite_id, " in group '", group_name, "' but sprite.wobbleSyncGroup = '", sprite.wobbleSyncGroup, "'")
else:
print(" OK: Sprite ID ", sprite_id, " consistent")
# Check if membership mapping is correct
if not spriteGroupMembership.has(sprite_id) or spriteGroupMembership[sprite_id] != group_name:
print(" ERROR: Sprite ID ", sprite_id, " in group but spriteGroupMembership is wrong!")
# Check membership mapping for orphaned entries
for sprite_id in spriteGroupMembership.keys():
var group_name = spriteGroupMembership[sprite_id]
if not syncGroups.has(group_name):
print("ERROR: Sprite ID ", sprite_id, " mapped to non-existent group '", group_name, "'")
else:
var group = syncGroups[group_name]
if sprite_id not in group.memberSprites:
print("ERROR: Sprite ID ", sprite_id, " mapped to group '", group_name, "' but not in group's member list")
print("=== END CONSISTENCY CHECK ===")

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uid://ccl0r2eov68sy